HumanInventory... with FSM (synchronous, no anims) Подробнее...
Защищенные члены | |
void | HumanInventoryWithFSM () |
void | CreateStableStates () |
override void | Init () |
bool | CanProcessHandEvents () |
override bool | ProcessHandEvent (HandEventBase e) |
hand's fsm handling of events @NOTE: warning: ProcessHandEvent can be called only within DayZPlayer::HandleInventory (or CommandHandler) | |
bool | ProcessHandAbortEvent (HandEventBase e) |
void | CheckFSMState () |
override bool | OnStoreLoad (ParamsReadContext ctx, int version) |
override void | OnStoreSave (ParamsWriteContext ctx) |
int | GetCurrentStateID () |
bool | IsIdle () |
void | NetSyncCurrentStateID (int id) |
Engine callback - network synchronization of FSM's state. not intended to direct use. | |
Защищенные данные | |
ref HandFSM | m_FSM |
ref HandStateBase | m_Empty |
hand slot state machine | |
ref HandStateBase | m_Equipped |
Дополнительные унаследованные члены | |
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bool | ReplaceItemInElsewhereWithNewinHandsImpl (InventoryMode mode, HandEventBase e) |
bool | ReplaceItemInHandsWithNewImpl (InventoryMode mode, HandEventBase e) |
bool | ReplaceItemInHandsWithNew (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
bool | ReplaceItemInHandsWithNewElsewhere (InventoryMode mode, ReplaceItemWithNewLambdaBase lambda) |
bool | SwappingToPreviousLocation (EntityAI item1, EntityAI item2, out InventoryLocation dst) |
void | HandleInventoryManipulation () |
void | Update (float delta_time) |
bool | ValidateUserReservationCancel (inout Serializer ctx, InventoryValidation validation) |
bool | PostDeferredEventTakeToDst (InventoryMode mode, notnull InventoryLocation src, notnull InventoryLocation dst) |
bool | PostDeferredForceSwapEntities (InventoryMode mode, notnull EntityAI item1, notnull EntityAI item2, notnull InventoryLocation dst1, notnull InventoryLocation dst2) |
HumanInventory... with FSM (synchronous, no anims)
См. определение в файле HumanInventoryWithFSM.c строка 5